Weaver, 2nd Variant (5e Class)

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Weaver[edit]

Perched upon a rain-slick rooftop, a surly tabaxi scans the moonlit streets below him for his next target. Finding his mark, he draws his subtly shimmering cloak tighter around his shoulders, and darts through the air to the next building with ease.

An elderly half-orc sits cross-legged, her head covered by a hooded shawl, eyes closed in deep focus. When she opens them, she does not see her chambers, but instead sees white clouds over a cerulean ocean, and feels strong winds on her draconic wings.

A cocky drow saunters his way past a queue of eager party-goers, tossing his scarf over one shoulder. The palace guards attempt to stop him at the gate, but with a few whispered words in their ears, they find themselves unable to move.

Weavers see reality as a great tapestry, one that can be altered on a whim. They pull at the threads of fate and use them to weave a new world, where the odds are ever in their favor. Whether they do this to root out evil, seek great truths, or simply for their own selfish desires, weavers are a force to be reckoned with.

Masters of Fate

Many assume that the universal aspects of Arcane and Divine are separate and distinct, but weavers see them as two sides of the same cloth. They are able to steal glimpses of the Weave, the fabric of the multiverse itself, and discover its secrets without the intervention of deities or years of rigorous study. However, these glimpses don't last for long, so they pluck out strands of this fabric and craft them into unique garments capable of capturing its power.

Their peculiar connection to the Weave allows them to warp the world around them in small ways, whether for their own benefit, or to the detriment of their foes. A friend's spell might suddenly bend to meet its mark, while an enemy's blade might inexplicably swing wide. In the skilled hands of a weaver, destiny can be unraveled and reworked with ease.

Shrouded in Secrecy

Weavers are few and far between, and their strange insights can often lead to them being ostracised by society. Their lives are easier to live when their existence is kept secret. Some will seek each other out and conspire together in the unseen corners of the world. Others survive by maintaining their independence. They will join a group of adventurers if they find that their goals align, but more often than not they will fall back into hiding once their job is done.

Above all, weavers are driven to unfold the world's mysteries and shape the future. Some want to understand the complexities of the universe and their place within it. Others wish to leave an indelible mark on history. And there are those who want to be the ones in control of everything. Whatever the case may be, they make for adaptable combatants and impressive allies.

Creating a Weaver[edit]

When making a weaver character, consider how they came to discover their connection to the Weave. Was it by pure accident during otherwise mundane activity, or through a traumatic event? Were they alone in their breakthrough, or did another weaver sense their potential and guide them through the process? Have they joined a faction of weavers in service to the same ambition? If so, how much power and influence do they wield? Is your character committed to their cause, or do they yearn for a different path?

What kind of secrets are they searching for? Will they use them for the betterment of all, or for their own self-interests? Do they wish to tear down corrupt institutions, or to uphold the status quo? Their rare gift puts them in a position of privilege they can hardly ignore.

Quick Build

You can make a weaver quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Sage or Spy background.

Class Features

As a Weaver you gain the following class features.

Hit Points

Hit Dice: 1d6 per Weaver level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Weaver level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: Thieves' Tools, Weaver's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Deception, History, Investigation, Perception, Religion, Sleight of Hand and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers or (b) two simple weapons
  • (a) an explorer's pack or (b) a scholar's pack
  • thieves' tools and weaver's tools

Table: The Weaver

Level Proficiency
Bonus
Fate Dice Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Weaver's Mantle 4 6 2
2nd +2 2d4 Threads of Fate 4 7 3
3rd +2 3d4 Secret Sect 4 8 4 2
4th +2 3d4 Ability Score Improvement 5 9 4 3
5th +3 4d4 Runic Stitching Spell 5 10 4 3 2
6th +3 4d4 Secret Sect Feature 5 11 4 3 3
7th +3 5d4 - 5 12 4 3 3 1
8th +3 5d4 Ability Score Improvement 5 13 4 3 3 2
9th +4 7d4 Runic Stitching Spell 5 14 4 3 3 3 1
10th +4 7d4 Tailor Made 6 15 4 3 3 3 2
11th +4 8d4 - 6 16 4 3 3 3 2 1
12th +4 8d4 Ability Score Improvement 6 17 4 3 3 3 2 1
13th +5 9d4 Runic Stitching Spell 6 18 4 3 3 3 2 1 1
14th +5 9d4 Secret Sect Feature 6 19 4 3 3 3 2 1 1
15th +5 10d4 - 6 20 4 3 3 3 2 1 1 1
16th +5 10d4 Ability Score Improvement 6 21 4 3 3 3 2 1 1 1
17th +6 11d4 Runic Stitching Spell 6 22 4 3 3 3 2 1 1 1 1
18th +6 11d4 Secret Sect Feature 6 23 4 3 3 3 3 1 1 1 1
19th +6 12d4 Ability Score Improvement 6 24 4 3 3 3 3 2 1 1 1
20th +6 12d4 Unravel 6 25 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Starting at 1st Level, your innate perception of the Weave has granted you access to both Arcane and Divine magics. See below for the weaver spell list.

Cantrips

You know 4 cantrips of your choice from the weaver spell list. You learn additional weaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Weaver table.

Spell Slots

The Weaver table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell Cure Wounds and have a 1st level and a 2nd level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know six 1st level spells of your choice from the weaver spell list. The Spells Known column of the Weaver table shows when you learn more weaver spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the weaver spells you know and replace it with another spell from the weaver spell list, which must also be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your weaver spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a weaver spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any weaver spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a set of Weaver's Tools or your Weaver's Mantle as a spellcasting focus for your weaver spells.

Weaver's Mantle[edit]

At 1st Level, you may use your Weaver's Tools to create a Weaver's Mantle, a unique garment fashioned from the very fabric of reality itself. Your Weaver's Mantle can take any form you choose (a cloak, a cape, a shawl, a scarf, a sash, etc.). It's magic is accessible only to you, and it appears mundane to anyone else who attempts to inspect or use it.. While wearing it, you gain the following features:

Unarmored Defence

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Runic Stiching

Secrets of the Arcane and Divine are subtly stitched into your Weaver's Mantle. You learn an extra spell from any class list that is of a level you can prepare. This spell can be cast once a day without using a spell slot but can only be cast in this way and cannot be cast at a higher level than standard. You learn more spells this way at 5th, 9th, 13th, and 17th level. These spells count as weaver spells for you and use your Intelligence for your spell save DC and spell attack modifier.

Elemental Aegis

You are able to infuse your Weaver's Mantle with protective power. After finishing a long rest, you may choose a damage type: acid, cold, fire, lightning or thunder. You gain resistance to the chosen damage type. This resistance lasts until you take another long rest.

If your Weaver's Mantle is lost or destroyed, you can create a new one using Weaver's Tools by spending 1d6 days and 200g in materials, plus 1 hour and 10g for every Runic Stitching spell level.

Threads of Fate[edit]

At 2nd Level, you begin to bend the future to your will. You gain a pool of Fate dice, starting with 2d4 and gaining more as you level up (shown in the Weaver Table). When you, or an ally or creature you can see, make an attack roll, skill check or saving throw, you may use your reaction to roll any number of your Fate dice (up to a maximum equal to your proficiency bonus). You may then choose to add or subtract the total rolled from the triggering roll. This must be done after the triggering roll has been made, but before it has taken effect. You regain all your spent Fate dice after finishing a long rest.

Secret Sect[edit]

At 3rd Level, choose a Sect from one of the three options: Sect of the Ghost, Sect of the Oracle, or Sect of the Puppeteer. Your choice grants you features when you choose it at 3rd Level and again at 6th, 14th and 18th Level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Tailor Made[edit]

You learn how to gain the benefits of a set of magical armor without wearing it, by transferring its enchantment to your Weaver's Mantle. At 10th Level, you can attune to a set of magical armor you would not normally be proficient in. All other prerequisites for attunement (class, level, alignment, etc.) still apply. While attuned in this way, you do not gain the armor's base AC, but you do gain any bonuses to AC from the armor, as well as any other magical properties. The armor must stay within 30ft of your Weaver's Mantle to maintain connection to it, otherwise the attunement is lost. This ability may be used on magical armor that doesn't require attunement, but you must still attune to it in this way to gain it's benefits.

Unravel[edit]

When you reach 20th Level, you can tear holes in your enemies' defences. You can use your action to concentrate on a creature you can see (as if concentrating on a spell), forcing them to make an Intelligence saving throw against your spell save DC. On a failure, you roll a number of Fate dice equal to your proficiency bonus and reduce the creature's AC by half that amount (rounded down) for a minute. The creature's speed is also halved for the duration. If they succeed on the saving throw, you instead take force damage equal to the total amount rolled on your Fate dice. The creature may repeat the saving throw at the start of each of their turns, and if they succeed, you do not take Fate die damage. This effect ends early if you lose concentration, are incapacitated, fall unconscious or die. You regain use of this feature when you finish a long rest.

Secret Sects[edit]

Whether united or alone, weavers always follow the path of a Sect. The Sect you choose reflects the goals that drive your weaver towards greatness.

Sect of the Ghost[edit]

Ghosts are focused on the most clandestine of operations. They wish to carry out their work without ever being noticed in the first place. By drawing on their connection to the Weave, they can shroud themselves in falsehoods and remain undetected by even the most observant of witnesses. They are often sought after by unscrupulous nobles as spies and assassins, and they make for great accomplices on dangerous heists.

Smooth as Silk

At 3rd Level, you warp and weft your way through danger with ease. While wearing your Weaver's Mantle, your speed is unaffected by difficult terrain, magical or otherwise.

Dreadful Strike

At 6th Level, your attacks have unmatched precision. Whenever you hit a creature who is surprised, you can force the creature to make a Wisdom saving throw against your spell save DC. If they fail, they are paralyzed for a number of rounds equal to your Intelligence modifier. If they succeed, they are not paralyzed, and they are no longer surprised.

Warp

When you reach 14th Level, you can use the Dash action to propel yourself through the air in a straight line, allowing you to cross gaps and liquid surfaces. You may use this feature a number of times equal to your proficiency bonus and you regain all spent uses after taking a long rest.

Intangible

At 18th Level, the teachings of your Sect have allowed you to take on an ethereal form. Use an action to concentrate on your body (as if concentrating on a spell), becoming intangible for a number of rounds equal to your Intelligence modifier. You gain a flight speed equal to your movement speed and can move through solid objects. You also gain resistance to all damage except force and psychic. If you move through a creature, you deal force damage to them equal to your weaver level. However, if you end your turn inside a creature or object, you take force damage equal to your weaver level and are shunted into the nearest available space. This ability ends if you lose concentration, are incapacitated, fall unconscious or die. You may use this feature once before taking a long rest.

Sect of the Oracle[edit]

The Oracles pride themselves on their vision and intuition. Ordinary people are so caught up in the many distractions of life that they cannot see what lies right in front of them. Their glimpses of the true nature of the world have instilled within them the means to separate fact from fiction. Some Oracles can be found offering their services as assistants and advisors to great leaders. Others endeavor to be detectives, ensuring that justice comes to those that hide from the truth.

Eye of the Needle

At 3rd Level, your glimpses of potential outcomes give you the upper hand. You may add your Intelligence modifier to your Initiative rolls.

Mind-Meld

When you reach 6th Level, you may tether your mind to another. Over the course of one minute, you can establish a psychic connection with a willing creature that you touch. You may then use an action to enter into a meditative state that allows you to see through that creature's eyes and hear through their ears, gaining the benefits of any special senses they have. Additionally, the creature you are connected to may benefit from your special senses as well. You may also speak to each other telepathically, so long as they understand at least one language. During this time, your own body falls unconscious. If your body takes damage, your mind is shunted back into your body and you wake up. If the creature you are melded with moves to a different plane of existence, the connection is severed and cannot be used. You can only Mind-Meld with one creature at a time. If you attempt to establish connection with a second creature, your connection with the first is severed.

Piercing Gaze

At 14th Level, you can spot weakness from a mile away. For every minute you spend concentrating on a creature that you can see (as if concentrating on a spell), you learn one of its resistances, immunities or vulnerabilities.

Eye For An Eye

At 18th Level, you punish those who interfere with your search for truth. When you or an ally take damage from an attack by a creature you can see, you may use your reaction to force that creature to make a Wisdom saving throw against your spell save DC. On a failure, the creature takes psychic damage equal to your weaver level and becomes blinded for a number of rounds equal to your Intelligence modifier. On a success, the creature is unaffected and you take psychic damage equal to your weaver level. You may use this ability once per long rest.

Sect of the Puppeteer[edit]

Puppeteers are cunning masters of manipulation, guiding events from the shadows. They use the tools of their trade to craft complex illusions, beguiling anyone unlucky enough to listen to their spin. Most Puppeteers will attempt to ply their tricks in high society, though some are content to prey upon the common folk as street merchants or charlatans.

Tongue-Tied

At 3rd Level, your voice takes on a rather disarming quality. Whenever you cast a spell that charms a creature, you may also stun them for a number of rounds equal to your Intelligence modifier. If the spell's duration ends early, so does the stunning effect.

Pulling the Strings

When you reach 6th Level, you can sway bodies as well as minds. Whenever you or an ally become the target of an attack by a creature you can see, you may use your reaction to force them to make a Charisma saving throw against your spell save DC. If they succeed, you cannot use this ability on them again until you finish a long rest. If they fail, their attack misses and they are pulled 15ft in a horizontal direction of your choice. You may use this ability a number of times equal to your proficiency bonus before finishing a long rest.

Insidious

At 14th Level, you know just what to say to make it really hurt. Whenever you deal psychic damage to a creature that is resistant to it, you may ignore their resistance, and if they are immune, you deal damage to them as if they are resistant.

Soul Control

At 18th Level, nothing can resist your influence. Use an action to concentrate on a creature you can see (as if concentrating on a spell), forcing them to make a Charisma saving throw against your spell save DC. If they fail, you gain control of the creature for a number of rounds equal to your Intelligence modifier. Using a bonus action on each of your turns, you can command the creature to use its movement, one of its attacks, or both. This effect ends early if you lose concentration, are incapacitated, fall unconscious or die. If they succeed, you take psychic damage equal to your weaver level. You may use this ability once before taking a long rest.

Weaver Spell List[edit]

Cantrips

Blade Ward, Control Flames, Dancing Lights, Fire Bolt, Friends, Guidance, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Ray of Frost, Resistance, Sacred Flame, Spare the Dying, Shape Water, True Strike

1st Level

Absorb Elements, Alarm, Bane, Bless, Catapult, Charm Person, Chromatic Orb, Color Spray, Comprehend Languages, Cure Wounds, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Guiding Bolt, Healing Word, Identify, Jump, Magic Missile, Silent Image, Zephyr Strike

2nd Level

Aid, Augury, Blur, Darkness, Darkvision, Detect Thoughts, Earthbind, Enhance Ability, Enlarge/Reduce, Hold Person, Invisibility, Lesser Restoration, Levitate, Locate Object, Magic Weapon, Mirror Image, Misty Step, Phantasmal Force, Scorching Ray, See Invisibility, Silence, Snilloc's Snowball Storm, Suggestion

3rd Level

Blink, Clairvoyance, Counterspell, Daylight, Dispel Magic, Elemental Weapon, Fly, Glyph of Warding, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Life Transference, Lightning Bolt, Magic Circle, Major Image, Melf's Minute Meteors, Nondetection, Protection From Energy, Revivify, Sending, Slow, Thunder Step, Water Walk

4th Level

Arcane Eye, Banishment, Confusion, Control Water, Dimension Door, Divination, Elemental Bane, Fabricate, Fire Shield, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Locate Creature, Phantasmal Killer, Polymorph, Sickening Radiance, Storm Sphere

5th Level

Animate Objects, Awaken, Bigby's Hand, Creation, Cone of Cold, Dawn, Dispel Evil and Good, Dream, Far Step, Flame Strike, Geas, Greater Restoration, Hold Monster, Immolation, Legend Lore, Mass Cure Wounds, Mislead, Passwall, Scrying, Seeming, Steel Wind Strike, Telekinesis, Teleportation Circle, Wall of Force, Wall of Light

6th Level

Arcane Gate, Chain Lightning, Contingency, Disintegrate, Find the Path, Heal, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Primordial Ward, Scatter, Sunbeam, True Seeing

7th Level

Crown of Stars, Divine Word, Etherealness, Forcecage, Mirage Arcane, Plane Shift, Prismatic Spray, Project Image, Regenerate, Reverse Gravity, Sequester, Symbol, Teleport

8th Level

Antimagic Field, Demiplane, Feeblemind, Holy Aura, Maddening Darkness, Maze, Sunburst, Telepath

9th Level

Astral Projection, Foresight, Gate, Mass Heal, Meteor Swarm, Prismatic Wall, Time Stop, Wish

Multiclassing[edit]

The prerequisites for multiclassing into weaver are 13 Dexterity & 13 Intelligence. You gain proficiency in simple weapons, one skill of your choice from the weaver skill list, and Weaver's Tools. For the purpose of determining your spell slots, add your levels in weaver to your remaining levels of spellcaster classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.

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